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Interview with Juha Huuskonen |
trebor scholz |
Oct 24, 2003 08:20 PDT |
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| Clouds of Collaboration Interview with Juha Huuskonen by Trebor Scholz (draft, Oct 23, 2003) Juha Huuskonen is an Helsinki-based artist, software designer, educator and cultural networker focusing on work in which collaboration is an essential part of the process and result. JH: I am part of a cloud of organizations, groups, and collectives operating underneath the working title ©¯Very Interactive Institute.©˜ We have a small working and meeting space in the center of Helsinki and most of us are locals. ©¯Very Interactive Institute©˜ is composed of a non-profit organization called Piknik Frequency, a production company Olento, pixelACHE- DIY electronic art festival and Amfibio video performance collective. ©¯Very Interactive Institute©˜ has a core group of 15-20 people and an undefined amount of people involved in one or more of the organizational units. In the current cloud structure we have several organizational structures and identities, which allows us to move more freely. I feel that this is better than just having one name and identity that has to contain all different ideas and forms of working. We also have more flexibility in finding funding - we have a company interface to the corporate world, and a non-profit interface to public funding. In addition to all these initiatives I run my own domain juhuu.nu, which is and will remain as my own personal playground. As an individual I©ˆm my own side project. This year one of my major projects is RAM 4 | Survival Kit workshop, organized by Olento. The goal of the workshop is to think of what a survival kit for the current media and communications environment would look like. The idea is to focus at media and technology from the point of view of an individual or a community, and think of the possibilities and the bottlenecks. We will be thinking about this topic in a very broad sense, possible topics for discussion include freedom of speech, corporate power, open source software, digital divide and the idea of finding a better life by abandoning technologies. From 1998-2001 I put a lot of effort into starting the katastro.fi media art collective. I was also involved in the founding of Avanto - Helsinki Media Art festival, a festival of experimental electronic music. From 1994-1996 I was a member of a small group called Usva, which was organizing electronic music events. During these years this was quite rare thing to do. Before that I belonged to different demo scene groups. I'm mainly involved in the initial phases of setting up initiatives and organizations such as pixelache and katastro.fi My interest in collaborations goes back to the demo scene of the late 80s, early 90s. The term Demo Scene was coined back then to refer to demos in real time: somebody programmed spectacular visual effects, somebody else developed the music and everybody was really young, ages 10 to 20. I got into programming visuals at the age of 12. The demo scene at the time was very occupied with a teenage fashion, with peer respect as the motivating force, peer competition. We all had aliases and exchanged software, mostly sending disks to each via regular mail as the Internet was not available yet. People mostly wanted to get games, and someone had to break the copy protection of the game in order to make the game available to the community. People started to add little pieces of programming with sound and music, with the name of the person and the group responsible for cracking the game. At some point these intros started to become more and more important, and a thing called demo was born. Demo is a linear show, containing graphics, music and programming done by members of a certain demo group. The goal is to come up with something new, which no one had done before, which was easy with earlier computers because they were so limited but at the same time offered a lot of possibilities of misusing the hardware in order to create something unexpected. We spent lots of time on the phone in these collaborations and send each other lots and lots and lots of floppy disks in the mail. Two or three times per year we met at so called copy parties were code was exchanged, peer2peer. This tradition still lives on with one of those parties just having taken place here in Helsinki- ASSEMBLY a few days ago. About 5000 geeks met in a stadium that was kept dark and all you saw were the screens of all those thousands of laptops, all swapping code and software. More recently I became involved in academic, media arts, commercial and electronic music projects and scenes. For the past ten years I was involved in initializing organizations and projects. I've mostly been involved in a point, which is very challenging but also very easy in some aspects. The challenge is to make things move, get people together and find something that everybody agrees on and feels capable of dedicating to. After this point the main goal is to get something done, and people are willing to make compromises to reach that goal. Things get more challenging if this first project becomes a success, and there is a need to organize things for the future. People start thinking about money, who gets to decide what... I©ˆve tried to promote a way of distributing this power in proportion to the responsibilities that people take on. This way of working works well in a cultural context where money is sparse. Therefore more power in decision making equals more work and time spent on the project. The completely open group decision making process can work in the beginning (when you just want to make the first move) but this does not work later on. We try to keep the organizational process open as long as possible. instead of having one central meeting we do a lot of communication via email which is available for a larger group of people. We try to avoid people getting too overly protective of their own area of expertise or their own ideas and encourage an atmosphere of a big sand box where we all play. TS: How do negotiate the hierarchy within your collaborations? The German media theorist Christoph Spehr talks of collective capital to which participants contribute with technical skills, ideas, or cultural capital. This creates a hierarchy in the evaluation of labor. Some labor is valued more than other, and the work some may even become invisible. How do you address this? JH: Yes, I definitely see this problem. Our partial answer to this is that we always question our roles. i often put together a meeting where a lot of basic principles can be challenged. This works pretty well internally, but does not always work so well when dealing with outside partners and organizations. For example mainstream media are quite keen to pick one individual to represent a group. TS: How do see the online offline aspects of your projects? JH: The online environment has a lot of positive aspect, but is not sufficient on it's own for me: I'm more of an offline person. I would not want to do a project where people don't meet face to face on a regular basis. However, online community can make a big impact: we use the net mainly as communication tool, as tool to organize our physical meetings. We are interested in promoting our Finish Vjs and artists. We are mainly interested in organizing physical links and personal links. That is what we believe in rather than the creation of fame, which does not sustain collaborations. Links: Piknik http://www.piknik.org/ pixelAche http://pixelACHE.org/new2/hki/home.php Amfibio http://www.amfibio.org/ Olento http://www.olento.fi/ Juhuu http://juhuu.nu/ RAM 4 Survival Workshop http://www.olento.fi/ram4/ Media Art Collective Katastro.fi http://katastro.fi/ Avanto Media Festival http://www.avantofestival.com/ ASSEMBLY 2003 http://www.gamegirladvance.com/archives/2003/07/30/finlands_massive_assembly .html |
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